There was an article from 2001 called Weave Whispers; I believe it was web content.

Can't find anything else that looks any kind of relevant on my NAS, at least not searching for the word Weave in the title.

I think where I was getting this idea was the "Netherese mage-wraiths" in Hand of Fire. Old netherese wizard, bound to artifact, detached from artifact and drifts along the Weave toward strong concentrations of magic, eventually leading it to the Chosen and Shandril.

"... hid himself in one of the greatest magic items he'd ever crafted. ...trapped in his own disguise for a time so mind-singingly long as to almost break him

He'd clung to his own name desperately, drifting in increasing despair, until the day came at last when someone's misuse of the item that held him set him free.

Long he'd drifted, a tattered wraith of spellstuff with whispering awareness and a burning will, until he chanced upon magic so strong that it was a blinding beacon.

To it he crept, hunger growing, and so found Silverymoon and its palace where trapped magics of tome and item were strongest, with a human woman who seemed like a flame of living magic at its heart.

Others of Rathrane's kind had gathered there, too, to warm themselves in the spellglows and slowly grow stronger and more substantial. In the magics cast on stone and glass and air many Netherese mage-wraiths lurked, watching this Alustriel of Silverymoon"

quote:The Mythal GhostsA creature who dwells within the mythal for more than ninedays develops a "mythal ghost." This is a shadowy, tenuouslikeness of the creature that is released to serve him onlywhen he is at or near death (fewer than 10% of hit points remaining) or is rendered immobile (tied up, pinned underfallen rubble, or buried). A mythal ghost has the same abilities and statistics as the creature it mirrors and can move andwield items but cannot speak or cast spells. It is not affectedby fire, cold, or undead attacks and has hit points equal to itsowner's full hit point total.If, and only if, the injured or trapped creature remains motionless, the ghost can be freed. The owner of a mythal ghostfeels a floating, moving sensation when the conditions forfreeing the ghost are met. Once released, ghosts can flyupward or downward 20 feet per round and can walk on air.If struck or borne downward, they are always affected as ifby a feather fall. If desired, they can move with utter silence.A mythal ghost can attempt to free its owner from re-straints, can fight against foes of its owner, can warn or directothers through silent gestures, can retrieve items its ownercannot reach, can transfer items held by its owner to another,and so on. Mythal ghosts can fight other mythal ghosts. Amythal ghost is affected by magic normally but cannot becontacted or affected psionically. It is destroyed when reduced to 0 hit points or when its owner dies.A mythal ghost needs no air or sustenance and cannotdrown. It can carry food to its owner but cannot eat to nourish its owner. It cannot remain vigilant while its owner sleeps,though an owner slipping into unconsciousness can will heralert self to pass entirely into her ghost. In this case, theowner cannot awaken until the ghost returns to merge withher; normally, an owner can remain alert from both her ownbody and the ghost at the same time, and can move or speakwith her body at will (instantly destroying the ghost).The ability to generate a mythal ghost lasts for one year forevery 24 hours spent in the mythal beyond the nine-day minimum needed to spin a ghost. A visitor who spends 12 days inMyth Drannor could generate a mythal ghost up to threeyears later, when imprisoned in a dungeon cell somewhere inCalimshan, or laid low with a broken leg in the wilds north ofSilverymoon. There are no limitations on the distance between a mythal ghost and its owner (though a ghost cannotpass outside of the Prime Material Plane).DM's Note: This power of Elminster's making is one of themore carefully hidden abilities granted by the mythal. It isnever revealed to folk of Myth Drannor until they are panicked by capture or approaching death and the magic activates involuntarily. Of those who have used their mythal ghosts and survived (or seen them in action), none ever mention the power for fear that speaking of their mystical doubles may negate their use again later in life. This superstitionis shared among all races and is yet another of those "opensecrets" never spoken out loud but understood by all.- Cormanthyr (TSR#1165)

Thus it was first built into Myth Drannor's mythal.And, of course, when said mythal gone wild, this effect also began to interact with other magic in various bizarre ways.

People never wonder How the world goes round -HelloweenAnd even I make no pretense Of having more than common sense -R.W.WoodIt's not good, Eric. It's a gazebo. -Ed Whitchurch

Yeah, that's what Hoondatha referred to in the first reply. Unfortunately, the mythal ghosts from myth drannor are not a separate being, but are more like projections attached to whole beings. Not what I'm trying to find :P